﻿using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public sealed partial class NetworkManager : NetworkProcessMain
{
	public void C2S_QUICK_START(int[] mno, long[] friendInfo, System.Action<ResponseModel<UserModel>> Callback)
	{
		NetMsg msg = new NetMsg();
		msg.Reset();
		msg.CallbackAck = Callback;
		msg.Type = typeof(ResponseModel<UserModel>);
		msg.IsShowError = false;
		
		PT_C2S_QUICK_START dataPush = new PT_C2S_QUICK_START();
		dataPush.Reset();
		
		dataPush.mno = mno;
		dataPush.friendInfo = friendInfo;
		dataPush.PushData(ref msg);
		
		PushPacketToTrasmitQue(msg);
	}

	public void C2S_QUICK_START_IV(int[] mno, long[] friendInfo, long msgId, System.Action<ResponseModel<UserModel>> Callback)
	{
		NetMsg msg = new NetMsg();
		msg.Reset();
		msg.CallbackAck = Callback;
		msg.Type = typeof(ResponseModel<UserModel>);
		msg.IsShowError = false;
		
		PT_C2S_QUICK_START_IV dataPush = new PT_C2S_QUICK_START_IV();
		dataPush.Reset();
		
		dataPush.mno = mno;
		dataPush.friendInfo = friendInfo;
		dataPush.msgId = msgId; 

		dataPush.PushData(ref msg);
		
		PushPacketToTrasmitQue(msg);
	}
	
	public void C2S_QUICK_END(int res, System.Action<ResponseModel<PvpEndResult>> Callback)
	{
		NetMsg msg = new NetMsg();
		msg.Reset();
		msg.CallbackAck = Callback;
		msg.Type = typeof(ResponseModel<PvpEndResult>);
		
		PT_C2S_QUICK_END dataPush = new PT_C2S_QUICK_END();
		dataPush.Reset();
		dataPush.res = res;
		
		dataPush.PushData(ref msg);
		PushPacketToTrasmitQue(msg);
	}
}